Work around a y-invert bug on Macs w/ Intel GPU

On Macs running OS X 10.6 and 10.7 with Intel HD Graphics 3000, some
screens or parts of the screen are displayed upside down. The exact
conditions/sequence that triggers this aren't known yet; I haven't
been able to reproduce it in a standalone test. This also means I
don't know whether it is a driver bug, or a bug in the OpenglRender or
Translator code that just happens to work elsewhere.

Thanks to zhiyuan.li@intel.com for a patch this change is based on.

Change-Id: I04823773818d3b587a6951be48e70b03804b33d0
This commit is contained in:
Jesse Hall
2012-03-06 13:43:50 -08:00
parent 767d089487
commit 9322c5cb25
8 changed files with 55 additions and 14 deletions

View File

@@ -113,8 +113,21 @@ ColorBuffer::ColorBuffer() :
m_tex(0),
m_eglImage(NULL),
m_fbo(0),
m_internalFormat(0)
m_internalFormat(0),
m_warYInvertBug(false)
{
#if __APPLE__
// On Macs running OS X 10.6 and 10.7 with Intel HD Graphics 3000, some
// screens or parts of the screen are displayed upside down. The exact
// conditions/sequence that triggers this aren't known yet; I haven't
// been able to reproduce it in a standalone test. This way of enabling the
// workaround will break if it is a driver bug (rather than a bug in this
// code which works by accident elsewhere) and Apple/Intel release a fix for
// it. Running a standalone test to detect the problem at runtime would be
// more robust.
if (strstr((const char*)s_gl.glGetString(GL_RENDERER), "Intel HD Graphics 3000"))
m_warYInvertBug = true;
#endif
}
ColorBuffer::~ColorBuffer()
@@ -199,7 +212,7 @@ bool ColorBuffer::blitFromCurrentReadBuffer()
s_gl.glBindTexture(GL_TEXTURE_2D, m_blitTex);
s_gl.glEnable(GL_TEXTURE_2D);
s_gl.glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
drawTexQuad(); // this will render the texture flipped
drawTexQuad(!m_warYInvertBug);
// unbind the fbo
s_gl.glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0);
@@ -299,12 +312,12 @@ bool ColorBuffer::post()
s_gl.glBindTexture(GL_TEXTURE_2D, m_tex);
s_gl.glEnable(GL_TEXTURE_2D);
s_gl.glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
drawTexQuad();
drawTexQuad(true);
return true;
}
void ColorBuffer::drawTexQuad()
void ColorBuffer::drawTexQuad(bool flipy)
{
GLfloat verts[] = { -1.0f, -1.0f, 0.0f,
-1.0f, +1.0f, 0.0f,
@@ -316,6 +329,13 @@ void ColorBuffer::drawTexQuad()
1.0f, 1.0f,
1.0f, 0.0f };
if (!flipy) {
for (int i = 0; i < 4; i++) {
// swap 0.0/1.0 in second element of each tcoord vector
tcoords[2*i + 1] = tcoords[2*i + 1] == 0.0f ? 1.0f : 0.0f;
}
}
s_gl.glClientActiveTexture(GL_TEXTURE0);
s_gl.glEnableClientState(GL_TEXTURE_COORD_ARRAY);
s_gl.glTexCoordPointer(2, GL_FLOAT, 0, tcoords);

View File

@@ -40,7 +40,7 @@ public:
private:
ColorBuffer();
void drawTexQuad();
void drawTexQuad(bool flipy);
bool bind_fbo(); // binds a fbo which have this texture as render target
private:
@@ -52,6 +52,7 @@ private:
GLuint m_height;
GLuint m_fbo;
GLenum m_internalFormat;
bool m_warYInvertBug;
};
typedef SmartPtr<ColorBuffer> ColorBufferPtr;